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Full Version: Team Deathmatch with restrictions
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Can someone please make a mod thats regular team deathmatch, but replaces stuns with flash, removes noob tubes, removes death streaks, removes last stand? Or teach me how to do it. Thank you!
To do this youll need to modify _class.gsc ( Clean file: http://pastebin.com/nt3nBMUR )

To remove deathstreaks youll need to delete all this part of the code

Code:
    // only give the deathstreak for the initial spawn for this life.
    if ( loadoutDeathStreak != "specialty_null" && getTime() == self.spawnTime )
    {
        deathVal = int( tableLookup( "mp/perkTable.csv", 1, loadoutDeathStreak, 6 ) );
                
        if ( self getPerkUpgrade( loadoutPerk1 ) == "specialty_rollover" || self getPerkUpgrade( loadoutPerk2 ) == "specialty_rollover" || self getPerkUpgrade( loadoutPerk3 ) == "specialty_rollover" )
            deathVal -= 1;
        
        if ( self.pers["cur_death_streak"] == deathVal )
        {
            self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
            self thread maps\mp\gametypes\_hud_message::splashNotify( loadoutDeathStreak );
        }
        else if ( self.pers["cur_death_streak"] > deathVal )
        {
            self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
        }
    }

To remove the other last stand (perk 3) find this in _class and remove the line "case "specialty_pistoldeath"":

Code:
isValidPerk3( refString )
{
    switch ( refString )
    {
        case "specialty_extendedmelee":
        case "specialty_bulletaccuracy":
        case "specialty_localjammer":
        case "specialty_heartbreaker":
        case "specialty_detectexplosive":
        case "specialty_pistoldeath": //remove this line
            return true;
        default:
            assertMsg( "Replacing invalid perk3: " + refString );
            return false;
    }
}

And to remove GL you can do it similar to the previous, see what I comment:

Code:
isValidAttachment( refString )
{
    switch ( refString )
    {
        case "none":
        case "acog":
        case "reflex":
        case "silencer":
        case "grip":
        case "gl": //remove this line
        case "akimbo":
        case "thermal":
        case "shotgun":
        case "heartbeat":
        case "fmj":
        case "rof":
        case "xmags":
        case "eotech":  
        case "tactical":
            return true;
        default:
            assertMsg( "Replacing invalid equipment weapon: " + refString );
            return false;
    }
}

isValidSecondary( refString )
{
    switch ( refString )
    {
        case "beretta":
        case "usp":
        case "deserteagle":
        case "coltanaconda":
        case "glock":
        case "beretta393":
        case "pp2000":
        case "tmp":
        case "m79": //remove this line, its thumper
        case "rpg": //rpg
        case "at4": //at4
        case "stinger":
        case "javelin":
        case "ranger":
        case "model1887":
        case "striker":
        case "aa12":
        case "m1014":
        case "spas12":
        case "onemanarmy": //DONT remove this line, or mod will crash :D
            return true;
        default:
            assertMsg( "Replacing invalid secondary weapon: " + refString );
            return false;
    }
}

I am not really sure if removing this single line will also solve GL problem, but it could remove shotgun attachment too, use this if the other doesnt work:

Code:
    self _SetActionSlot( 3, "altMode" );

For replacing stun with flash search for this lines, I hope this works:

Code:
    // Secondary Offhand
    offhandSecondaryWeapon = loadoutOffhand + "_mp";
    if ( loadoutOffhand == "flash_grenade" )
        self SetOffhandSecondaryClass( "flash" );
    else
        self SetOffhandSecondaryClass( "smoke" );
    
    self giveWeapon( offhandSecondaryWeapon );
    if( loadOutOffhand == "smoke_grenade" )
        self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
    else if( loadOutOffhand == "flash_grenade" )
        self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
    else if( loadOutOffhand == "concussion_grenade" )
        self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
    else
        self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );

Change the previous to ( I have added 3 lines after // Secondary Offhand ):

Code:
    // Secondary Offhand
    if( loadoutOffhand == "concussion_grenade" )
        offhandSecondaryWeapon = "flash_grenade_mp";
    else
        offhandSecondaryWeapon = loadoutOffhand + "_mp";
    if ( loadoutOffhand == "flash_grenade" )
        self SetOffhandSecondaryClass( "flash" );
    else
        self SetOffhandSecondaryClass( "smoke" );
    
    self giveWeapon( offhandSecondaryWeapon );
    if( loadOutOffhand == "smoke_grenade" )
        self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
    else if( loadOutOffhand == "flash_grenade" )
        self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
    else if( loadOutOffhand == "concussion_grenade" )
        self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
    else
        self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
Thank you, this answers a lot of my questions as well!

I'm running 6 servers off of 1 set of files, in order to do changes like this for only a few servers, I will need to use a different set of files, yes?
(12-26-2014, 16:25)soothaa Wrote: [ -> ]Thank you, this answers a lot of my questions as well!

I'm running 6 servers off of 1 set of files, in order to do changes like this for only a few servers, I will need to use a different set of files, yes?

In the servers where you want these changes put the _class.gsc with the modifications I said in the previous post Smile